e62a33e572
Though no nodes have descriptions currently, this patch makes it possible to add descriptions that display in the add menu, for custom node systems and existing builtin nodes. Differential Revision: https://developer.blender.org/D14963
313 lines
9.1 KiB
Python
313 lines
9.1 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from __future__ import annotations
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import bpy
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from bpy.types import (
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Operator,
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PropertyGroup,
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)
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from bpy.props import (
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BoolProperty,
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CollectionProperty,
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EnumProperty,
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IntProperty,
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StringProperty,
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)
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class NodeSetting(PropertyGroup):
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value: StringProperty(
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name="Value",
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description="Python expression to be evaluated "
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"as the initial node setting",
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default="",
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)
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# Base class for node 'Add' operators
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class NodeAddOperator:
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type: StringProperty(
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name="Node Type",
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description="Node type",
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)
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use_transform: BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings: CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(
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event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# XXX explicit node_type argument is usually not necessary,
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# but required to make search operator work:
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# add_search has to override the 'type' property
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# since it's hardcoded in bpy_operator_wrap.c ...
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def create_node(self, context, node_type=None):
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space = context.space_data
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tree = space.edit_tree
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if node_type is None:
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node_type = self.type
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# select only the new node
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for n in tree.nodes:
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n.select = False
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try:
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node = tree.nodes.new(type=node_type)
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except RuntimeError as e:
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self.report({'ERROR'}, str(e))
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return None
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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node_data = node
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node_attr_name = setting.name
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# Support path to nested data.
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if '.' in node_attr_name:
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node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
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node_data = node.path_resolve(node_data_path)
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try:
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setattr(node_data, node_attr_name, value)
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except AttributeError as e:
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self.report(
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{'ERROR_INVALID_INPUT'},
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"Node has no attribute " + setting.name)
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print(str(e))
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# Continue despite invalid attribute
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space and (space.type == 'NODE_EDITOR') and
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space.edit_tree and not space.edit_tree.library)
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# Default execute simply adds a node
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.create_node(context)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is canceled
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bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
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return result
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@classmethod
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def description(cls, context, properties):
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nodetype = properties["type"]
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bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
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if bl_rna is not None:
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return bl_rna.description
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else:
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return ""
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# Simple basic operator for adding a node
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class NODE_OT_add_node(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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# Add a node and link it to an existing socket
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class NODE_OT_add_and_link_node(NodeAddOperator, Operator):
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'''Add a node to the active tree and link to an existing socket'''
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bl_idname = "node.add_and_link_node"
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bl_label = "Add and Link Node"
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bl_options = {'REGISTER', 'UNDO'}
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link_socket_index: IntProperty(
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name="Link Socket Index",
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description="Index of the socket to link",
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)
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def execute(self, context):
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space = context.space_data
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ntree = space.edit_tree
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node = self.create_node(context)
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if not node:
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return {'CANCELLED'}
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to_socket = getattr(context, "link_to_socket", None)
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if to_socket:
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ntree.links.new(node.outputs[self.link_socket_index], to_socket)
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from_socket = getattr(context, "link_from_socket", None)
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if from_socket:
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ntree.links.new(from_socket, node.inputs[self.link_socket_index])
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return {'FINISHED'}
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class NODE_OT_add_search(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_search"
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bl_label = "Search and Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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bl_property = "node_item"
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_enum_item_hack = []
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# Create an enum list from node items
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def node_enum_items(self, context):
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import nodeitems_utils
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enum_items = NODE_OT_add_search._enum_item_hack
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enum_items.clear()
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if isinstance(item, nodeitems_utils.NodeItem):
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enum_items.append(
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(str(index),
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item.label,
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"",
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index,
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))
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return enum_items
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# Look up the item based on index
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def find_node_item(self, context):
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import nodeitems_utils
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node_item = int(self.node_item)
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for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
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if index == node_item:
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return item
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return None
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node_item: EnumProperty(
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name="Node Type",
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description="Node type",
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items=NODE_OT_add_search.node_enum_items,
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)
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def execute(self, context):
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item = self.find_node_item(context)
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# no need to keep
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self._enum_item_hack.clear()
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if item:
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# apply settings from the node item
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for setting in item.settings.items():
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ops = self.settings.add()
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ops.name = setting[0]
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ops.value = setting[1]
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self.create_node(context, item.nodetype)
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if self.use_transform:
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bpy.ops.node.translate_attach_remove_on_cancel(
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'INVOKE_DEFAULT')
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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# Delayed execution in the search popup
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context.window_manager.invoke_search_popup(self)
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return {'CANCELLED'}
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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'''Toggle collapsed nodes and hide unused sockets'''
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and
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(space.edit_tree and not space.edit_tree.library))
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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'''Go to parent node tree'''
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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classes = (
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NodeSetting,
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NODE_OT_add_and_link_node,
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NODE_OT_add_node,
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NODE_OT_add_search,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_tree_path_parent,
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)
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